![]() ![]() While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated. Using this rune, you can glimpse the future like a storm giant seer. Once you invoke this rune, you can't do so again until you finish a short or long rest. In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute.While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. This rune's magic bestows a resilience reminiscent of a hill giant. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. Unless the save succeeds, the creature is charmed by you for 1 minute. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw.While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. This rune's magic channels the judiciousness associated with stone giants. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. ![]() In addition, you can invoke the rune as a bonus action to increase your sturdiness.While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute.While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. This rune's magic channels the masterful craftsmanship of great smiths. This magic can transfer the attack's effects regardless of the attack's range. The chosen creature becomes the target of the attack, using the same roll. In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker.While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. This rune emulates the deceptive magic used by some cloud giants. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier. If a rune has a level requirement, you must be at least that level in this class to learn the rune. The following runes are available to you when you learn a rune. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. Starting at 3rd level, you can use magic runes to enhance your gear. When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant. Source: Tasha's Cauldron of Everything Bonus Proficiencies ![]()
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